Пример #1
0
        public EntityMob(EntityTyped e)
            : base(e)
        {
            EntityMob e2 = e as EntityMob;

            if (e2 != null)
            {
                _attackTime = e2._attackTime;
                _deathTime  = e2._deathTime;
                _health     = e2._health;
                _hurtTime   = e2._hurtTime;
            }
        }
Пример #2
0
        public EntityMob(TypedEntity e)
            : base(e)
        {
            EntityMob e2 = e as EntityMob;

            if (e2 != null)
            {
                _attackTime    = e2._attackTime;
                _deathTime     = e2._deathTime;
                _health        = e2._health;
                _hurtTime      = e2._hurtTime;
                _activeEffects = e2._activeEffects;
            }
        }
Пример #3
0
        public EntityMob(TypedEntity e)
            : base(e)
        {
            EntityMob e2 = e as EntityMob;

            if (e2 != null)
            {
                _attackTime          = e2._attackTime;
                _deathTime           = e2._deathTime;
                _health              = e2._health;
                _hurtTime            = e2._hurtTime;
                _canPickUpLoot       = e2._canPickUpLoot;
                _persistenceRequired = e2._persistenceRequired;
                _customName          = e2._customName;
                _customNameVisible   = e2._customNameVisible;
                _activeEffects       = new List <ActiveEffects>();
                foreach (ActiveEffects effect in e2._activeEffects)
                {
                    _activeEffects.Add(effect.Copy());
                }
                _equipment   = new Item[5];
                _dropChances = new float[5];
                for (int i = 0; i < 5; i++)
                {
                    if (e2._equipment[i] != null)
                    {
                        _equipment[i]   = e2._equipment[i].Copy();
                        _dropChances[i] = e2._dropChances[i];
                    }
                }
            }
            else
            {
                _activeEffects = new List <ActiveEffects>();
                _equipment     = new Item[5];
                _dropChances   = new float[5];
            }
        }